E-collaborationRutkowski, Anne-Francoise; Vogel, D.; van Genuchten, M.; Bemelmans, T.M.A.; Favier, M.
BackgroundSurgeons perform complex tasks while exposed to multiple distracting sources that may increase stress in the operating room (e.g., music, conversation, and unadapted use of sophisticated technologies). This study aimed to examine whether such realistic social and technological distracting conditions may influence surgical performance.MethodsTwelve medical interns performed a laparoscopic cholecystectomy task with the Xitact LC 3.0 virtual reality simulator under distracting conditions (exposure to music, conversation, and nonoptimal handling of the laparoscope) versus nondistracting conditions (control condition) as part of a 2 x 2 within-subject experimental design.ResultsUnder distracting conditions, the medical interns showed a significant decline in task performance (overall task score, task errors, and operating time) and significantly increased levels of irritation toward both the assistant handling the laparoscope in a nonoptimal way and the sources of social distraction. Furthermore, individual differences in cognitive style (i.e., cognitive absorption and need for cognition) significantly influenced the levels of irritation experienced by the medical interns.ConclusionThe results suggest careful evaluation of the social and technological sources of distraction in the operation room to reduce irritation for the surgeon and provision of proper preclinical laparoscope navigation training to increase security for the patient.
The Terminology Used to Develop and Test the VSP Theory Terminology Definition Synonym Operationalization Concept of Virtuality Second Life User Person having an avatar in the SL virtual World Virtual World denizens, Second Life user, social actor, visitor, user, friend Participants Avatar Animated characters that are graphical representation of people (Davis, et al. 2009) Animated characters Avatar Virtual world(s) (VW(s)) An electronic environment that visually mimics complex physical spaces, where people can interact with each other and with virtual objects, and where people are represented by animated characters (Bainbridge 2007, p. 472) Digital world, social virtual, world, virtual environment, apparent three dimensional environment Second Life (SL) Virtual Object Object designed using apparent three dimensionality displayed in VWs IT tools, Interactive work tools, virtual tools, VW tools Tools namely, brainstorming tool, idea organizer, voting floor
Surgeons cannot operate in a bubble; thus, they should not be trained in one. Combining heat flux and frontal head temperature could be a good measure of deep involvement and attentional focus during performance of simulated surgical tasks.
If you would like to write for this, or any other Emerald publication, then please use our Emerald for Authors service information about how to choose which publication to write for and submission guidelines are available for all. Please visit www.emeraldinsight.com/authors for more information. About Emerald www.emeraldinsight.comEmerald is a global publisher linking research and practice to the benefit of society. The company manages a portfolio of more than 290 journals and over 2,350 books and book series volumes, as well as providing an extensive range of online products and additional customer resources and services.Emerald is both COUNTER 4 and TRANSFER compliant. The organization is a partner of the Committee on Publication Ethics (COPE) and also works with Portico and the LOCKSS initiative for digital archive preservation. in In no va tion, En tre pre neur ship and Cul ture, Eindhoven Uni ver sity of Tech nol ogy, Or gani sa tion Sci ence and Mar ket ing, Eindhoven Uni ver sity of Tech nol ogy, The Neth er lands. Anne-Françoise Rutkowski, Ph.D Cog ni tive and So cial Sci ences, De part ment of Infor ma tion Man age ment, Tilburg Uni ver sity, The Neth er lands. Rajesh Kumar, As so ci ate Pro fes sor of In ter na tional Busi ness at the Aarhus School of Busi ness in Den mark. Yunxia Zhu, As so ci ate Pro fes sor and Re search Leader in the School of Com mu nica tion, Unitec New Zea land. In tro duc tionPlay has been re cog nised as an im por tant ac tiv ity in de vel op ing cog ni tive abil i ties. Play amongst chil dren is most fre quently ob served dur ing pe ri ods of ex pand ing knowl edge of the self, the phys i cal and so cial world, and sys tems of com mu ni cation. It helps in the for ma tion of value judg ment, serves as an il lus tra tion of role mod els, and helps to en hance so cial aware ness (Garvey, 1990). Grad u ate school and uni ver sity pro grams are com monly us ing role play ing to teach multi-cul tural ne go ti a tion, mar ket ing or gam ing the ory. The ad vanced Stan ford grad u ate school of busi ness Ad vanced Ne go ti a tion Pro gram (ANP) is a good ex am ple of such curric u lum that al lows stu dents to de velop ne go ti a tion skills in a face-to-face con text. Ulijn & St. Amant, (2000) ar gue that if ne go ti a tion skills are im por tant to ac quire and put into prac tice, it is es sen tial for the skilled ne go ti a tor to ad dress pos si ble emo tional mo tives that op er ate on a sub con scious or even un con scious level in the part ner's be hav iour while ne go ti at ing. In other words, those au thors con sider that in vis i ble facts, tech nol ogy, writ ten pro ce dures not with stand ing, there is an in vis ible layer of emo tions, feel ings, hu man re la tions, un con scious and un spo ken rules of be hav iour which might af fect the ne go ti a tion pro cesses and out comes ei ther explic itly or im plic itly as shown in Fig ure 1.We asked the par tic i pants about dif fer ent types of emo tions they may have ex pe ri enced fol low ing the face-to-face ne go ti a t...
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